the bottom/top might not be visible for ‘normal walls’ as I plan to add socles/facades (I don’t know the right English word for it)… basically those parts:
as a separate modules to put on top of the wall.
Overall the irregular shape is to hide tilling a bit, so 2 walls near each other overlap a bit. Plus the crack are going from one wall to the other to further hide the tilling effect. On on the game engine side I am thinking about putting some randomized color variations (basically grunge map) that will go across modules to hide it even more.
I went overboard with it, but I want to make this as awesome as I can. Normally, in game there will be loads of clutter, columns, stuff on the walls etc. That would made the tilling alone barely noticeable.
Thanks! And yes sir, I will sir!
One cannot unsee that video… and now I will see it everywhere
Or make it VR . Though VR also have limited FoV… (and I have it as a ‘nice to have’ goal already on my list ).
I was imagining that ArchViz was aiming at accurate representation of interior Will definitely pay attention to it next time I see some ArchViz video.
Btw. those walls from yesterday are probably too much in terms of low poly (~5k triangles for double sided). Will probably mark them as high poly if one could try to use them on mobile or a toaster